Anggraeni, Vidiya
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Pengaruh Pembelajaran Tatap Muka Terhadap Psikologis Siswa di Masa Pandemi COVID-19 Anggraeni, Vidiya; Perdana, Parrisca Indra
Pendagogia: Jurnal Pendidikan Dasar Vol 3 No 2: Agustus 2023
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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Abstract

Face-to-face learning during the COVID-19 pandemic certainly has its own challenges because they have to maintain each other's health protocols for teachers and students, as well as the importance of the students' own psychological condition. The purpose of this article is to obtain an overview and examine the effect of face-to-face learning on students' psychology during the COVID-19 pandemic. The research method used is a qualitative approach with data collection through interviews and in the form of a literature study. Analysis of the data used using content analysis, namely collecting, recording, managing data, and drawing conclusions to become scientific data. It is hoped that this limited face-to-face learning can have a positive impact on student psychology because, during the online learning process, students often feel stressed, lazy, and find it difficult to capture material during learning. The results of the research show that the face-to-face learning model provided by the educator is effective and has increased student learning; besides that, student psychology is getting better than before. This face-to-face learning is the best solution during the COVID-19 pandemic, as well as for the psychological condition of students.
Pengaruh Mobile Legends Terhadap Minat dan Semangat Belajar Mahasiswa Anggraeni, Vidiya; Setyawan, Agung; Zuhria, Zirli Amanatus
AL MA'ARIEF : Jurnal Pendidikan Sosial dan Budaya Vol 4 No 2 (2022): Al Ma'arief: Jurnal Pendidikan Sosial dan Budaya
Publisher : Program Studi Tadris IPS Institut Agama Islam Negeri (IAIN) Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35905/almaarief.v4i2.3397

Abstract

This study aims to determine the effect of mobile legends games on student enthusiasm and interest in learning. The author raises this theme because of the rise of mobile legends games among students, with active users in Indonesia of approximately 34 million users. This study uses a quantitative method. The results of the research carried out obtained an average variable point for the level of enthusiasm and interest in learning among users of the mobile legends game for FIP 2021 students, namely 17.3 in the interval 16 - 19.9 and are in fewer qualifications. The average variable points that often delay assignments because playing mobile legends is 34.6 at intervals 31-36 and is in sufficient qualification. And from the results of the simple linear regression test it shows a value of Sig 0.002 <0.005 and Sig 0.000 <0.005 so it can be concluded that the variable delay in completing assignments and enthusiasm and interest in learning has no effect on the variable use of the mobile legends of FIP 2021 students.